Elveon Interview - Part 2

According to ancient wisdom, gods known as Nimas created the world of Naon to stop a seemingly endless clash among powerful Dragons they imprisoned within. To populate its surface, they made Elves, called Neamas, to whom they gave an inherent strength derived from the physical essence of their home, and thus from the captive creatures within. Over time, they evolved into the various sub-races we expect to see next year in 10tacle Studios' action RPG, Elveon. The Parthans may be the most formidable. Renowned for their weapons and armor, which are crafted from the finest materials, they are partial to the sword. They excel in close combat, and are even able to allow dying enemies to cut them superficially, leaving scars that serve as marks of honor, bearing testament to the skill of those warriors who could let that happen.

Nonetheless, the Aegans' civilization may be Naon's most powerful. Their vast empire is founded on a combination of military prowess, proficiency as builders and extensive knowledge in the crafting of stone and metal. In battle, their armies are highly disciplined. Armed with spears, the rank and file soldiers are exceptionally effective acting in formation, while members of the elite Wavebreaker caste fight as individuals, normally suffering very few if any casualties despite standing alone out in front of their lines. In addition to these and other Elven societies, the game will reportedly incorporate over 100 different weapons in four classes your hero can master, fast-paced action with cinematic combat, and a system for upgrading your arms and equipment with divine powers. To learn more, we sought out Slavo Hazucha, the studio leader and the creative force behind this interesting project.

Jonric: What would you like us to know about the combat system in Elveon, how important it will be, and what balance you're aiming for among fighting and other forms of gameplay like stealth and puzzle-solving?

Slavo Hazucha: Elveon focuses on its action gameplay, and so it is very important to present a very attractive combat system, which is the core of the game. We have hired our own martial arts crew, and they have developed a very unique "elvish" fighting style that represents the honourable and powerful skills of these characters. It's basically a mixture of medieval and modern European and Asian fight techniques.

Apart from the elves, there will be many other opponents - monsters big and small with their special attacks and special drawbacks, divine guardians who will posses unique special attacks plus often a few specific weak spots

The action gameplay of Elveon focuses mainly on thrilling and well balanced duels with equal Elvish or divine opponents, but there will be several other gameplay modes such as fights with multiple opponents, ranged combats and stealth (often combined with ranged combat) as well as exploration and puzzle solving sequences.

Jonric: How significant a role will items such as weapons, armor and clothing play? Are you planning any kind of upgrade system?

Slavo Hazucha: There will be all of the above-mentioned items. Weapons and armors will have slots for upgrades, and there will be upgrades with special cumulative effects. There will be lasting upgrades and temporary ones that give you a certain ability - for example a higher armor piercing effect - for a certain time. The items alone will, however, not be the only key to victory; it will always require a good combat strategy and some skill on the player's side to win the battles.

Jonric: How does magic function in Elveon? What kind of system can we expect to see, and will it differ much from those in other games?

Slavo Hazucha: We will not use a classical magic system with fireballs and ice-bolts, but the interference of the divine powers will be on a more general scale, resembling the relation of the ancient Greeks to their Olympian gods. Elveon will create the atmosphere that the gods are watching the events and interfering when they think it proper to do so; e.g. a god will grant the player partial invisibility for a time at a place that he would never pass if the enemies could see him. At some points, the player will be able to call upon divine help; on some occasions, he will have to rely on the Gods to have mercy and come with their own solution at their given time.

In the game levels, you will also be able to find magic items to upgrade your weapons and equipment.

Jonric: In regard to the opponents we will have to overcome, what are you willing to reveal about them that might interest our readers? Can we expect to face a wide range?

Slavo Hazucha: It's too early to reveal all our characters, but there will be four different elvish races and each has its own unique style and behavior.

Apart from the elves, there will be many other opponents - monsters big and small with their special attacks and special drawbacks, divine guardians who will posses unique special attacks plus often a few specific weak spots and will give the player a hard time in single combat and more...